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Reformat builtins table#5092

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@greggmangreggman commentedFeb 28, 2025
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Separate the builtins by stage and input/output as it's arguably less confusiung.

Note: This only separates the table. It would be nice to also separate the documentation so that vertex position links to a different place than fragment position and sample_mask input links to different place than sample_mask output. That change can happen in another PR.

Issue#5081

Note: Other GPU API specs do not combine inputs and outputs from multiple stages into one.

  • GLSL sections 7.1.1, 7.1.2, 7.1.3

  • HLSL

  • MSL sections 5.2.3.1, 5.2.3.3, 5.2.3.4, 5.2.3.5, 5.2.3.6

Result:

Screenshot 2025-02-28 at 14 56 33

Separate the builtins by stage and input/output as it'sarguably less confusiung.Note: This only separates the table. It would be nice to alsoseparate the documentation so that vertex position links toa different place than fragment position and sample_maskinput links to different place than sample_mask output.That change can happen in another PR.Issuegpuweb#5081Note: Other GPU API specs no not combine inputs and outputsfrom multiple stages into one.* [GLSL](https://registry.khronos.org/OpenGL/specs/es/3.1/GLSL_ES_Specification_3.10.withchanges.pdf),  sections (7.1.1, 7.1.2, 7.1.3).* [HLSL](https://learn.microsoft.com/en-us/windows/win32/direct3dhlsl/dx-graphics-hlsl-semantics)* [MSL](https://developer.apple.com/metal/Metal-Shading-Language-Specification.pdf)  sections 5.2.3.1, 5.2.3.3, 5.2.3.4, 5.2.3.5, 5.2.3.6
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The styling of the spec doesn't really draw the eye to table names (in light mode at least) and that's the only place the stage and direction are listed. I'm not opposed to finding a better organization, but I think this can be improved.

@kainino0xkainino0x added wgslWebGPU Shading Language Issues copyeditingPure editorial stuff (copyediting, *.bs file syntax, etc.) labelsApr 25, 2025
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